Version: 2022.3
LanguageEnglish
  • C#

EditPrefabContentsScope

struct in UnityEditor

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Disposable helper struct for automatically loading the contents of a Prefab file, saving the contents and unloading the contents again.

This struct allows you to temporarily load the GameObject contents of a Prefab file, modify the contents to your liking inside of a block of code and automatically save the result back to the Prefab file as well as unload the temporary contents when the scope is exited.

This scope struct wraps the API’s LoadPrefabContents, SaveAsPrefabAsset and UnloadPrefabContents.

using UnityEditor;
using UnityEngine;

public static class PrefabUtilityTesting { [MenuItem("Prefabs/Test_EditPrefabContentsScope")] public static void Test() { // Create a simple test Prefab Asset. Looks like this: // Root // A // B // C var assetPath = "Assets/MyTempPrefab.prefab"; var source = new GameObject("Root"); var childA = new GameObject("A"); var childB = new GameObject("B"); var childC = new GameObject("C"); childA.transform.parent = source.transform; childB.transform.parent = source.transform; childC.transform.parent = source.transform; PrefabUtility.SaveAsPrefabAsset(source, assetPath);

using (var editingScope = new PrefabUtility.EditPrefabContentsScope(assetPath)) { var prefabRoot = editingScope.prefabContentsRoot;

// Removing GameObjects is supported Object.DestroyImmediate(prefabRoot.transform.GetChild(2).gameObject);

// Reordering and reparenting are supported prefabRoot.transform.GetChild(1).parent = prefabRoot.transform.GetChild(0);

// Adding GameObjects is supported var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.parent = prefabRoot.transform; cube.name = "D";

// Adding and removing components are supported prefabRoot.AddComponent<AudioSource>(); }

// Prefab Asset now looks like this: // Root // A // B // D } }

Properties

assetPathFile path of the Prefab asset.
prefabContentsRootThe root GameObject of the Prefab contents.